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Merge pull request #18494 from peppy/fix-dummmy-api-request-firing-2
Fix `OnlinePlayTestScene` request handlers potentially running requests post-disposal
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commit
ea48ce1d24
@ -469,6 +469,8 @@ namespace osu.Game.Tests.Visual.Online
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chatOverlay.Show();
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});
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AddStep("Select channel 1", () => clickDrawable(getChannelListItem(testChannel1)));
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waitForChannel1Visible();
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AddStep("Press document next keys", () => InputManager.Keys(PlatformAction.DocumentNext));
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waitForChannel2Visible();
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@ -173,6 +173,8 @@ namespace osu.Game.Tests.Visual.Playlists
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{
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AddUntilStep("wait for scores loaded", () =>
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requestComplete
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// request handler may need to fire more than once to get scores.
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&& totalCount > 0
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&& resultsScreen.ScorePanelList.GetScorePanels().Count() == totalCount
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&& resultsScreen.ScorePanelList.AllPanelsVisible);
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AddWaitStep("wait for display", 5);
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@ -91,7 +91,7 @@ namespace osu.Game.Database
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}
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}
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private void performLookup()
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private async Task performLookup()
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{
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// contains at most 50 unique IDs from tasks, which is used to perform the lookup.
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var nextTaskBatch = new Dictionary<TLookup, List<TaskCompletionSource<TValue>>>();
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@ -127,7 +127,7 @@ namespace osu.Game.Database
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// rather than queueing, we maintain our own single-threaded request stream.
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// todo: we probably want retry logic here.
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api.Perform(request);
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await api.PerformAsync(request).ConfigureAwait(false);
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finishPendingTask();
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@ -62,13 +62,14 @@ namespace osu.Game.Online.API
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}
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public virtual void Queue(APIRequest request)
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{
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Schedule(() =>
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{
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if (HandleRequest?.Invoke(request) != true)
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{
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// this will fail due to not receiving an APIAccess, and trigger a failure on the request.
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// this is intended - any request in testing that needs non-failures should use HandleRequest.
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request.Perform(this);
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request.Fail(new InvalidOperationException($@"{nameof(DummyAPIAccess)} cannot process this request."));
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}
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});
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}
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public void Perform(APIRequest request) => HandleRequest?.Invoke(request);
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -67,7 +68,25 @@ namespace osu.Game.Tests.Visual.OnlinePlay
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// To get around this, the BeatmapManager is looked up from the dependencies provided to the children of the test scene instead.
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var beatmapManager = dependencies.Get<BeatmapManager>();
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((DummyAPIAccess)API).HandleRequest = request => handler.HandleRequest(request, API.LocalUser.Value, beatmapManager);
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((DummyAPIAccess)API).HandleRequest = request =>
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{
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TaskCompletionSource<bool> tcs = new TaskCompletionSource<bool>();
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// Because some of the handlers use realm, we need to ensure the game is still alive when firing.
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// If we don't, a stray `PerformAsync` could hit an `ObjectDisposedException` if running too late.
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Scheduler.Add(() =>
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{
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bool result = handler.HandleRequest(request, API.LocalUser.Value, beatmapManager);
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tcs.SetResult(result);
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}, false);
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#pragma warning disable RS0030
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// We can't GetResultSafely() here (will fail with "Can't use GetResultSafely from inside an async operation."), but Wait is safe enough due to
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// the task being a TaskCompletionSource.
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// Importantly, this doesn't deadlock because of the scheduler call above running inline where feasible (see the `false` argument).
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return tcs.Task.Result;
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#pragma warning restore RS0030
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};
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});
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/// <summary>
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